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Space Marines "And they shall know no fear..."

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Old July 11th, 2005, 03:32   #41 (permalink)
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Hey, poodle my thought exactly!

See him and his wing are no more expensive then any other uber HQ, and I can think of lots of times when that lucky six pops up and a sigh of relief is had.

Also I can't think of any other squad that has the mobility, armor and uhh... Firepower? that will ever make that many power weapon attacks that fast. so basically what it all boils down to is that Shrike is no more or less effective than any other HQ in 40K.

Also, fluff is good, fluff's great! But considering you have to go from scout to marine to veteran marine and then to captain and finally to the prestigeous rank of commander to earn an Iron Halo my point still stands.

Though, anyone who uses Iron Halo's is fine by me and if you have a fluffy reason to have it that's even better. but otherwise thier are many a marine who did just as well without it as they would have with it.


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Old July 11th, 2005, 03:37   #42 (permalink)
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OK, you folks can quit your bantering. I just posted that for those who wanted to use Shrike. I wouldn't use it myself (I would indeed just use an Elite Assault Squad), but I can see this being of use against some tougher nuts to crack that you'll likely outnumber anyway (e.g. Khornate Berzerkers, Thousand Sons).

I myself would still use a customized Master/Chaplain/Librarian with a jump pack, with a preference for the former. Why? It's fluffy for Raven Guard, and that's all that counts in the end for me.

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Old September 8th, 2008, 03:48   #43 (permalink)
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Default 1500 Pts

1500 Pts, all infiltrate cept for armor

Shrike with 10x wing

3x Units of Scouts with 5x sniper, 1 missile, 4 bolters, and Veteran Sergeant with auspex

2 Predator Annihilators?
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Old December 18th, 2008, 03:42   #44 (permalink)
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i know this question is old but...You guys are forgeting the important thing that makes them better than a assault squad is they all have power weapons, and they are better then terminators cus they have strike from the shadows and can move 12". yes they are expecive but When you concider you will be taking the fight strait to your enemy eairly in the game it's worth it. and as far as points termis will cost you 400pts in a 10 man squad not includeing there extra fluff which in my case cost 475pts. the wing would cost 510pts ten man squad thats only a 35pt differance. a assult squad would be 220pts with out fluff but remember no power weapons except sergeant.
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Old December 18th, 2008, 05:53   #45 (permalink)
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Originally Posted by silentdragon001 View Post
i know this question is old but...You guys are forgeting the important thing that makes them better than a assault squad is they all have power weapons, and they are better then terminators cus they have strike from the shadows and can move 12". yes they are expecive but When you concider you will be taking the fight strait to your enemy eairly in the game it's worth it. and as far as points termis will cost you 400pts in a 10 man squad not includeing there extra fluff which in my case cost 475pts. the wing would cost 510pts ten man squad thats only a 35pt differance. a assult squad would be 220pts with out fluff but remember no power weapons except sergeant.
Under the old codex, sure... If you want to replicate the Wing now, you're looking at close to 900 points (Vanguard and Shrike)!! Crazy expensive and still massively powerful, just not at all justifiable.

Still, I'm tempted...
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Old June 9th, 2009, 12:47   #46 (permalink)
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So first things first - using the new 5th edition rule book and the new codex

Im planing on using Shrike & his wing - ( made up of 5 Vanguard Veterans + jump packs + the claws )

No I know i know this is probebly the most expensive waist of points ( donet have codex to hand but 125 for squad + 10 each for jump packs then + 10 each for the claws? )

it weighs in at a massive 300 or something odd point sink hole. tactically not very good BUT i think what has not been taken into account here is a type of gamer who does not want to be an army general, seeing every match as a win or lose situation NO MIDDLE GROUND.

I myself play with a chance to dust off my thinking cap and play a game based around a story ( obvioulsy with mine prefferable being stealth oriantated ) its an intresting game mechanic.

The way our group play is that we set a long running story arc - then we each play out the first rounds, developing the story depending on who wins and how they win the games, Its not allways nessacary to have the best / tightest

( although im not dissaprovonig of this style its mereley sometning i have not fully experinaced yet )

army possible , it could be that the small squad you are in control of is about to be ambushed by a Tyranid Fleet, with the restrictions of previous games could mean you only have a few options.

we find this a great way to play, it encourages far / over stretched thinking and planing, and even if you lose at least you where part of a great story

BUT back to my point the way the group first starts is that they each pick a random army type (particular army is dependapnt on what they collect )

Huge Army example - Tyranid Fleets,
Small intelligance gathers, specific demolishion missions etc - Eldar Space Sarines most things really
Stealth (Shrike and his wing )
etc etc etc

once these have been chosen ( not allways with the same points , its good to try and mix and match, perhaps you have ot sneak into a heavily guarded base and gather information, sneak past an advancing army and place some bombs its the fun of teh way we play, trying to create uniqure encounters for us to play through ) the storys first stage is written.

So urm i forget, yeah for this one particular case of which i have some experinace id say they are good, but cost a lot of points, but then they mechanics of our systme mean they are good, but for other types of games there not very practical so id choose something else... wait ive coinfused myself
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Last edited by hildan; June 9th, 2009 at 12:54.
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